Hi, thanks for the quick reply.

I tried that but I fear I don't really understand the API/tools for that.

What I did was wrapping the update function called every frame like that:
func profUpdate(update func(time.Duration), frame *uint64) 
func(time.Duration) {
  return func(time.Duration) {
    frameID := *frame
    labels := pprof.Labels("frame", fmt.Sprintf("%v", frameID))
    pprof.Do(context.Background(), labels, func(ctx context.Context) {

Maybe the background context is the problem but after running the server 
for 1 minute only three tags are listed for frames 998, 1724 and 1967:
go tool pprof -tags logs/game-server.prof 
frame: Total 30.0ms
             10.0ms (33.33%): 1724 
             10.0ms (33.33%): 1967 
             10.0ms (33.33%): 998 

and there appearance in the graph is not really helpful either: 

Even if it had all frames, wouldn't each function call would have each 
frame label instead of splitting the graph by frames, right?
(at least it looks like that in this example: 
https://rakyll.org/profiler-labels/ - and each function with let's say 100 
frame labels would already be impossible to read I fear).

Further, the labels don't even appear in the flame graph. let alone having 
it sliced by frame.

I really hope it's just that I simply don't understand how to use the API. 

However, I'm somewhat afraid frame based profiling is not really a common 
use case in GO and there's not good way to do it without writing an own 
On Friday, June 26, 2020 at 8:45:44 PM UTC+2 ren...@ix.netcom.com wrote:

> You want to use pprof “labels” and mark the frames. 
> On Jun 26, 2020, at 1:35 PM, michael...@gmail.com wrote:
> Hello,
> I'm trying to figure out how to do "frame" based profiling in GO and was 
> redirect to this mailing--list from the `r/golang` sub (topic 
> <https://www.reddit.com/r/golang/comments/hg71ji/how_to_do_frame_based_profiling_in_go/>).
> Would be amazing if anyone here can help.
> In short: I have a game server in Go and need to profile CPU costs of 
> individual frames but sadly can't find a way to do that properly. 
> I thought that the `pprof` CPU profile should be the right tool. However, 
> at least the profile visualization tools always aggregate the methods 
> execution costs between `StartCPUProfile` and `StopCPUProfile`. While in 
> some scenarios this is great, we have currently have big spikes in for 
> frame duration and would love to see the difference in times per frame. 
> Ideally in a flame-graph like visualization but grouped by frames. So we'd 
> somehow need to mark the frame start/end and tell the visualization to use 
> that.
> Ideally, like the profiler in the Unity3D Editor does:
> [image: Post image] 
> <https://preview.redd.it/jck3mr3hz8751.png?width=800&format=png&auto=webp&s=1e7092f877c76b8416a9c35eb0dd0bcadadc5258>
> Unity3D Profiling - Per frame method execution times
> I tried use `Start/StopCPUProfile` at the beginning and end of a frame to 
> create an individual capture per frame. That's not ideal for comparison but 
> should be good enough and simple in concept. Sadly the cost of 
> `StartCPUProfile` is so high, we can't call that per frame.
> Looking at the code, the the 100 millisecond sleep in `profileWriter` 
> explains that it. So what we'd need is a way to mark the frame start/end 
> somehow for visual grouping. Is that possible with `pprof`?
> [image: Post image] 
> <https://preview.redd.it/pahav4l229751.png?width=1203&format=png&auto=webp&s=41671383f2aa5fcd8bb39204701a9f6a5bb0797a>
> pprof.go
> Further, I wonder if it's even possible to profile a game server with a 
> simulation framerate of 120Hz. Since the 100Hz CPU profile rate is hard 
> coded in `StartCPUProfile` I would guess we even per frame aggregation it 
> make not work of a frame duration is usually below 1s / 120 or is that not 
> relevant?
> Best,
>  Michael
> -- 
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